Game based on speed of play

ABSTRACT

In accordance with the present invention, a gaming device such as a slot machine calculates a speed of game play, and in turn determines a pay schedule based on the speed of game play. In some embodiments, a count is adjusted throughout a multiple play session based on point values associated with symbols on the reels of a slot machine, and payouts are awarded in accordance with (i) a finishing count, and/or (ii) a “virtual average speed”.

PRIORITY CLAIM

This application is a continuation of, claims the benefit of andpriority to U.S. patent application Ser. No. 13/889,891, filed on May 8,2013, which is a continuation of, claims the benefit of and priority toU.S. patent application Ser. No. 13/212,618, filed on Aug. 18, 2011, nowU.S. Pat. No. 8,439,739, which is a continuation of, claims the benefitof and priority to U.S. patent application Ser. No. 10/790,167, filed onMar. 1, 2004, now U.S. Pat. No. 8,021,222, which claims the benefit ofand priority to U.S. Provisional Patent Application No. 60/451,573,filed on Mar. 3, 2003 and which is a continuation-in-part of, claims thebenefit of and priority to U.S. patent application Ser. No. 09/783,251,filed on Feb. 14, 2001, now U.S. Pat. No. 6,695,700, which is acontinuation of, claims the benefit of and priority to U.S. patentapplication Ser. No. 09/001,902, filed on Dec. 31, 1997, now U.S. Pat.No. 6,238,288, the entire contents of which are each incorporated byreference herein.

BACKGROUND OF THE INVENTION

The present invention relates to amusement devices, and morespecifically to electronic chance devices.

Casinos and other entities that derive revenue from gaming devices, suchas slot machines, video poker machines and video blackjack machines,attempt to maximize revenue. Gaming devices generate revenue inaccordance with the following equation:REVENUE=(HOUSE EDGE)×(HOURS PLAYED)×(PLAYS/HOUR)

Of the above three variables, two, Hours Played and Plays/Hour, aredirectly controlled by the player, and are thus difficult for a casinoto change. The third, House Edge, is directly controlled by a casino butis nonetheless difficult to change for regulatory reasons. In addition,increasing House Edge can affect other variables to actually decreaserevenue, as is described below.

Players are primarily concerned with finding a gaming device with a low“House Edge”, also known as “hold percentage” (average percentage ofwagered money which is kept by the gaming device per game).Equivalently, players are primarily concerned with finding a gamingdevice with a high “payout percentage” (100% less House Edge, whichequals the average percentage of wagered money which is returned to aplayer per game). Low hold percentages (high payout percentages) are asignificant factor in attracting players to one casino rather thananother. Accordingly, many casinos advertise that they have gamingdevices with very high payout percentages.

Although a high payout percentage (low House Edge) may attract players,it also results in lower revenue. Casinos, of course, would preferhigher revenue, and may increase the House Edge to increase revenue.Paradoxically, increasing the House Edge does not always increaserevenue. The House Edges of gaming devices are often displayed inpublications or on the gaming device itself. Many players will avoidgaming devices that they believe to have low payout percentages, or highHouse Edges. Thus, if the House Edge is increased on certain gamingdevices, the Hours Played or Plays/Hour on those gaming devices maydecrease, and revenues may likewise decrease.

In addition, when a casino wants to adjust the hold percentage of a slotmachine, state and/or local regulations may require that the machine beremoved from the casino floor, adjusted accordingly, then reactivated.Accordingly, some casinos may be reluctant to increase the House Edge ofgaming devices in an attempt to increase revenues from those devices.

Increasing the Hours Played is difficult or impossible because a casinocannot easily modify player behavior. Casinos typically remove clocksfrom the view of players, make the seats and playing area morecomfortable and serve free drinks in an attempt to modify playerbehavior. Additionally, the gaming devices themselves have becomeincreasingly more entertaining in order to entice the player to playlonger. Such measures may, at best, indirectly increase the HoursPlayed, but do not necessarily increase the Hours Played significantlyor at all.

Increasing the Plays/Hour (speed of game play) is likewise difficult orimpossible. Efforts to increase this factor include providing a spinbutton, rather than a handle, on some slot machines, allowing the playerto initiate each game quickly. In addition, some slot machines havefaster stopping reels, which end each game more quickly. Furthermore, agroup of gaming machines may be in communication over a network,allowing each of a group of players to influence the movement of anobject in a race, such as a horse race or car race. Such a racing gamemay make some players play faster than they would have. However, otherplayers view such a game as annoyingly complicated and do notparticipate.

Casinos may also sponsor tournaments, in which the first player to win ajackpot or reach a certain score wins a prize. Casinos may also organizeplayer clubs, in which players receive points for the number of plays oramounts wagered. Such points can be redeemed for goods and services oncethe player has reached a certain threshold. Casinos may also offerplayers the chance to win a “progressive jackpot”, which increases overtime and is typically available to all players in a casino playing slotmachines. When a progressive jackpot reaches a large dollar amount,players typically play rapidly in an attempt to win that jackpot. Sinceeach player knows that all other players have a chance to win, they playfaster in an attempt to increase their chances of winning the jackpot.However, other players are not attracted by such casino promotions, andtheft playing behavior is thus unaffected by the promotions.

In summary, it would be advantageous to increase a player's attractionto a gaming device.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic illustration of an electronic gaming deviceprovided in accordance with the present invention.

FIG. 2 is a schematic illustration of a plurality of gaming deviceswhich are in communication with a network server.

FIG. 3 is a diagrammatic representation of a set of elements of a slotmachine-type game, and arrangement of those elements in a slotmachine-type game.

FIG. 4 is a schematic illustration of an outcome probabilities databaseof the electronic gaming device of FIG. 1.

FIG. 5 is a schematic illustration of an exemplary payout table of theelectronic gaming device of FIG. 1.

FIG. 6 is a flowchart illustrating a process for directing a game inaccordance with the present invention.

FIG. 7 is a schematic illustration of a selection table and payouttables of the electronic gaming device of FIG. 1.

FIGS. 8A, 8B and 8C are schematic illustrations of the payout tables ofFIG. 7.

FIG. 9 is a schematic illustration of another embodiment of a selectiontable of the electronic gaming device of FIG. 1.

FIGS. 10A, 10B and 10C are schematic illustrations of payout tablescalculated in accordance with the selection table of FIG. 9.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Applicants have recognized that it is possible to increase the speed ofplay (Plays/Hour) of a gaming device significantly, and therebysignificantly increase the revenue. Players typically do not considerthe speed of play, but instead attempt to find a gaming device with alow House Edge. Accordingly, a gaming device that is played rapidly willnot discourage players, and can thus generate more revenue by providingan incentive to play faster and for longer periods of time. Such agaming device may generate so much revenue that the higher payoutpercentage will be offset.

By offering an incentive to play faster, a gaming device will typicallybe played more often over time than those devices that do not providesuch an incentive. The casino can in turn derive greater revenue fromthe gaming device, even though the player is afforded a higher payoutpercentage.

In jurisdictions which require a gaming device to be monitored, thegaming device could maintain an audit trail for later review byregulators. Thus, the gaming device could automatically adjust the holdpercentages as desired while conforming to regulatory requirements.

As will be understood by those skilled in the art, the drawings andaccompanying descriptions presented herein are exemplary arrangementsfor stored representations of information. A number of otherarrangements may be employed besides the tables shown. Similarly, theillustrated entries represent exemplary information, but those skilledin the art will understand that the number and content of the entriescan be different from those illustrated herein.

Referring to FIG. 1, a gaming device 10 comprises a processor 12, suchas one or more conventional microprocessors, which is in communicationwith a data storage device 14, such as an appropriate combination ofmagnetic, optical and/or semiconductor memory. The processor 12 and thestorage device 14 may each be (i) located entirely within a singlecomputer or other computing device; (ii) connected to each other by aremote communication link, such as a serial port cable, telephone lineor radio frequency transceiver; or (iii) a combination thereof. Forexample, the gaming device 10 may comprise one or more computers whichare connected to a remote server computer for maintaining databases.

The processor 12 is further in communication with a display 16 andplayer input devices 18. The display 16 is a graphical display device,such as a video monitor of a type used in conventional electronic gamingdevices, for displaying images generated by the processor 12 during agame. Such images are described below. The display 16 need not beincluded in certain types of gaming devices, such as purely mechanicalslot machines. The player input devices 18 include input devices wellknown in the art, such as a touch screen for generating a signalindicative of a location on the touch screen that is touched or pressedby a player, and/or buttons which indicate player commands andselections when actuated. Other input devices will be understood bythose skilled in the art.

The processor 12 is further in communication with a coin acceptor 20 forgenerating a signal indicative of the number of coins inserted and theirtype. The coin acceptor 20 thereby allows the processor 12 to determinean amount of funds which are deposited by a player and retained in acoin reservoir (not shown). A hopper 22 for dispensing coins from thecoin reservoir (not shown) is in communication with the processor 12.When the player requests to “cash out” (receive all funds he is due),the processor determines if the player is due any funds (“credit”). Ifso, the processor 12 directs the hopper 22 to release an appropriatenumber and type of coins in a known manner.

The processor 12 is further in communication with a card reader 24 forreading information stored on a player tracking card (not shown). Such aplayer tracking card may be magnetically encoded with data representingan amount of funds, and/or with data representing a player identifier,such as a player name or account number. Accordingly, a player may use aplayer tracking card instead of inserting coins into and receiving coinsfrom the gaming device 10. The player identifier can be used inaccessing other player-related information stored on a network server orother remote device. Thus, the card reader 24 also allows the processor12 to receive and transmit player-related information. The card reader24 may also include a display for displaying the value of funds storedin association with a player tracking card, thereby informing the playerof an amount of funds available.

A clock 26 in communication with the processor 12 generates signals thatindicate time. Thus, the processor 12 may ascertain the time of day orthe time that has elapsed between two events.

The storage device 14 stores (i) a program 28 for controlling theprocessor 12; (ii) an outcome probabilities database 30 for indicatingprobabilities of game outcomes; and (iii) one or more payout tables 32for indicating payouts (funds won) for game outcomes. The processor 12performs instructions of the program 28, thereby operating in accordancewith the present invention, and particularly in accordance with themethods described in detail herein. For example, the program 28 storesdata indicative of game rules and elements. The program 28 furthermoreincludes program elements that may be necessary, such as an operatingsystem and “device drivers” for allowing the processor to interface withcomputer peripheral devices, such as the hopper 22 and the card reader24. Appropriate device drivers and other necessary program elements areknown to those skilled in the art, and need not be described in detailherein.

In the above-described embodiment, the gaming device 10 is an electronicor electro-mechanical device similar to those used in casinos. As such,the gaming device 10 would include typical components such as the coinacceptor 20, the hopper 22 and/or the card reader 24. In anotherembodiment, the gaming device 10 may be implemented as software thatdirects one or more computers, such as conventional personal computersbased on Intel Pentium® microprocessors. Furthermore, such softwareimplementations of the gaming device 10 may be operative to implementgaming over networks, such the Internet.

Referring to FIG. 2, each of gaming devices 40, 42, 44 and 46 is incommunication with a network 48, and is thereby in communication with anetwork server 50. Communication with the network server 50 allows eachgaming device to access player-related information stored on the networkserver. Those skilled in the art will understand that many types ofplayer-related information may be stored, such as funds and predefinedgame preferences. Those skilled in the art will also understand thatmany types of gaming devices may operate in communication with a networkserver, while many others may operate without any such communication toanother device.

Referring to FIG. 3, a set 60 of elements includes all possible elementsof a slot machine-type game. The set 60 includes a cherries element 62,a bell element 64, a bar element 66, an orange element 68, a plumelement 70 and a seven element 72. During such a game, the devicerandomly selects one element from each of a plurality of reels, yieldinga subset of elements that defines the outcome for that game. Forexample, one possible subset is a bar element, a plum element and a bellelement. Another possible subset is an orange element and two cherryelements.

For each reel in a slot machine-type game, the selected element is oneof twenty-two equally likely choices, each choice being one of the set60 of all possible elements. For example, a plurality 74 of reelsincludes reels 76, 78 and 80, and the player is randomly provided withan element chosen from each of the reels 76, 78 and 80, thereby yieldinga subset that consists of three elements. The three elements define theoutcome, and therefore a payout.

It is noted that the number of choices is greater than the number ofelements. For example, although there are six elements 62, 64, 66, 68,70 and 72, there are twenty-two choices on each reel, and thereforethere are 10,648 possible arrangements of elements for each game(22×22×22=10,648).

Referring to FIG. 4, the outcome probabilities database 30 of FIG. 1 isshown in detail. Each row of the depicted database represents a databaseentry, and each entry defines a probability of an outcome occurring. Inparticular, each entry includes an outcome description 100 whichdescribes the outcome, and a number of arrangements of elements 102which indicates the number of arrangements of elements which yield theoutcome. For example, the entry 110, corresponding to the outcome“orange/orange/orange”, indicates that there are forty-two arrangementsof elements which yield the outcome “orange/orange/orange”. This isbecause, as shown in FIG. 3, the reel 76 has two orange elements, thereel 78 has three orange elements and the reel 80 has seven orangeelements (2×3×7=42). Similarly, the entry 112, corresponding to theoutcome “bar/bell/bell”, indicates that there are four arrangements ofelements which yield the outcome “bar/bell/bell.” This is because, asshown in FIG. 3, the reel 76 has two bar elements, the reel 78 has twobell elements and the reel 80 has one bell element (2×2×1=4).

Each entry of the outcome probabilities database 30 further includes aprobability 104 which indicates the probability during each game of theoutcome occurring. For example, the entry 110, corresponding to theoutcome “orange/orange/orange”, indicates that there is a probability of0.394% of the outcome “orange/orange/orange” occurring. This is because,as discussed above, there are forty-two arrangements of elements whichyield the outcome “orange/orange/orange”, and there are 10,648 possiblearrangements of elements (42/10,648=0.00394=0.394%). Similarly, theentry 112, corresponding to the outcome “bar/bell/bell”, indicates thatthere is a probability of 0.038% of the outcome “bar/bell/bell”occurring. This is because, as discussed above, there are fourarrangements of elements which yield the outcome “bar/bell/bell”, andthere are 10,648 possible arrangements of elements(4/10,648=0.00038=0.038%).

Each entry further includes a random number range 106 which indicates arange of random numbers that correspond to an occurrence of the outcome.For example, in the embodiment illustrated by FIG. 4 a random integerfrom 1 to 10,648 is selected for each game. Accordingly, each integerfrom 1 to 10,648 corresponds to one of the entries of the outcomeprobabilities database 30. The random number range 106 for each entry isselected in accordance with the corresponding probability 104. Forexample, the entry 110 indicates that a randomly selected integer whichis from 10,467 to 10,508 corresponds to the outcome“orange/orange/orange”. Since the range from 10,467 to 10,508 consistsof forty-two integers, and the randomly selected integer may be from 1to 10,648, the probability of the outcome “orange/orange/orange”occurring is 0.394% (42/10,648=0.00394=0.394%).

Referring to FIG. 5, an exemplary payout table 120 of the payout tables32 (FIG. 1) is illustrated. Each row of the payout table 120 indicates apayout for an outcome. The payout table 120 thus defines a possible payschedule for a game. As described below, the actual pay schedule of agame may vary over time, and may correspond to any of a number of payouttables. A pay schedule as used herein indicates the payouts actuallyprovided for outcomes of a game.

Each entry of the payout table 120 includes (i) an outcome description122 that describes the outcome; (ii) a payout 124 that indicates thenumber of coins awarded to the player when the outcome occurs, in whichthe payout 124 is for each coin the player wagers (e.g. payout of fourindicates four coins awarded for every coins wagered); (iii) aprobability 126 which indicates the probability during each game of theoutcome occurring; and (iv) an expected payout 128 which indicates theaverage number of coins awarded for each game that are due to theoutcome. As is known in the art, the expected payout 128 is an “expectedvalue” which is equal to the sum of all products of each payoutmultiplied by the corresponding probability of the payout occurring. Itis noted that the sum of all expected payouts shown in the payout table120 is approximately 0.954, and as is known the payout percentage isdefined as the sum of all expected payouts expressed as a percentage.Thus, the payout percentage of a gaming device operating according tothe payout table 120 is approximately 95.4%. Equivalently, the holdpercentage, or House Edge, is approximately 4.6%.

Referring to FIG. 6, a process 150 initiates with the payer indicating awager amount for a game (step 152) and starting the game (step 154). Thegaming device 10 (FIG. 1) calculates a speed of game play, as isdescribed below, in any of a number of manners (step 156). Based on thecalculated speed of game play, the gaming device determines a payschedule (step 158). The player is then provided with a payout inaccordance with the determined pay schedule (step 160).

The step 156 of calculating a speed of game play may comprise measuringa number of games played in a predetermined time period, measuring atime elapsed between games, or measuring a time elapsed between otherevents. The clock 26 (FIG. 1) of the gaming device 10 (FIG. 1) may beused to measure a time period and a time elapsed. Such measurements maybe initiated upon the start of a game. For example, the clock 26 maymeasure a time elapsed between consecutive games of a series of games.Similarly the clock 26 may measure a number of games played in a timeperiod that begins upon the start of a game. In other embodiments,measurements may be initiated after a predetermined delay, which may bemeasured in units of time, number of games or a combination thereof. Forexample, the speed of game play may be measured as the number of gamesplayed within a five minute period, in which the five minute periodbegins after thirty seconds of a first game being initiated.Alternatively, the speed of game play may be measured as the number ofgames played within a five minute period, in which the five minuteperiod begins after fifteen games are played within a ninety second timeperiod.

Once the speed of game play is calculated, the gaming device determinesa pay schedule based on the calculated speed of game play. In general, apay schedule may be determined by (i) selecting a payout table from aplurality of payout tables based on the speed of game play, or (ii)multiplying the payout values of a payout table by a multiplier that isbased on the speed of game play.

Referring to FIG. 7, a selection table 180 for selecting a payout tablefrom a plurality of payout tables based on the speed of game play isillustrated. Those skilled in the art will understand that the selectiontable 180 may be implemented as a database stored in the storage device14 (FIG. 1), may be implemented by process steps defined by the program28 (FIG. 1), or a combination thereof. The selection table 180 includesentries 182, 184 and 186, each of which indicates a payout table toselect upon calculating a speed of game play. Each of the entries 182,184 and 186 includes (i) a speed identifier 188 for uniquely identifyingthe entry; (ii) a speed of play 190 range; and (iii) a selected payouttable 192 for indicating which of a plurality of payout tables is to bethe pay schedule for a game. In the example illustrated by FIG. 7, theselected payout table 192 may indicate one of three payout tables 200,210 and 220, which are named “standard”, “enhanced” and “superior”,respectively, for reference purposes. For example, if the speed of gameplay is calculated to be six games per minute, then the entry 184indicates that the enhanced payout table 210 is to be the pay schedule.Those skilled in the art will understand that the selection table 180may include any number of payout tables and/or entries.

Referring to FIGS. 8A, 8B and 8C, the payout tables 200, 210 and 220 areillustrated in detail. Each of the payout tables 200, 210 and 220indicates similar payouts for the various outcomes except the payout forthe “seven/seven/seven” outcome. The entry 202 defines the payout forthat outcome to be one hundred, the entry 212 defines the payout to beone hundred fifty and the entry 222 defines the payout to be twohundred. Accordingly, the payout table 220 defines a payout percentagewhich is higher than that of the payout table 210. Similarly, the payouttable 210 defines a payout percentage which is higher than that of thepayout table 200. However, as described above, the higher speed of playcan compensate for the higher payout percentages (lower holdpercentages). As indicated by Table 1, the revenue derived from thegaming device can actually be higher even when the hold percentage islower.

TABLE 1 Revenue Calculations for Selection Table 180 STANDARD ENHANCEDSUPERIOR Payout Percentage 95.4% 95.8% 96.3% Hold Percentage 4.6% 4.2%3.7% Minimum Plays per 1 4 9 Minute Maximum Plays per 3 8 — MinuteMinimum Average 0.046 0.167 0.333 Revenue per Minute Maximum Average0.139 0.334 — Revenue per Minute

In Table 1, minimum and maximum average revenue per minute arecalculated by multiplying the hold percentage with the minimum andmaximum plays per minute, respectively. In addition, the listed valuesfor revenue are in proportion to the amount wagered. For example, themaximum average revenue per minute of 0.046 indicates a revenue perminute of 4.6 cents for games in which a dollar (100 cents) is wagered.

As noted above, in the example illustrated by FIGS. 8A, 8B and 8C, eachof the payout tables 200, 210 and 220 indicates similar payouts for thevarious outcomes except the payout for the “seven/seven/seven” outcome.However, those skilled in the art will understand that the plurality ofpayout tables may indicate similar or vastly dissimilar payouts, andlikewise may indicate equal or unequal payout percentages. Typically,payout percentage will be higher for payout tables which are selectedfor higher speeds of game play, and the revenue per time period willtypically be higher for higher speeds of game play. It can be especiallyadvantageous to increase only the payout for unlikely outcomes, such asthe outcome having the highest payout (e.g. a “jackpot” outcome). Evendoubling the payout of an extremely unlikely event can attract playerswhile also resulting in a payout percentage that is still acceptable toa casino.

FIG. 9 illustrates a selection table 250 for determining a pay scheduleby multiplying the payout values of a predetermined payout table (“basepayout table”) by a multiplier that is based on the speed of game play.Those skilled in the art will understand that the selection table 250may be implemented as a database stored in the storage device 14 (FIG.1), may be implemented by process steps defined by the program 28 (FIG.1), or a combination thereof. The selection table 250 includes entries252, 254 and 256, each of which indicates a multiplier that is based ona speed of game play. Each of the entries 252, 254 and 256 includes (i)a speed identifier 258 for uniquely identifying the entry; (ii) a speedof play 260 range; and (iii) a multiplier 262 for indicating an amountby which to multiply the payout values of the base payout table. Since apayout (number of coins won per coin wagered) is typically an integer, aproduct of the multiplier and a payout may be rounded down to thehighest integer value. For example, for a multiplier 1.04 and a payout20, the product is 1.04×20=20.8, which rounds down to 20. In many cases,this rounding down will result in an unchanged payout.

The speed of play thus indicates a multiplier. For example, if the speedof game play is calculated to be nine games per minute, then the entry256 indicates that the multiplier is 1.04. Those skilled in the art willunderstand that any number of multipliers and/or entries in theselection table 250 may be used.

Referring to FIGS. 10A, 10B and 10C, payout tables 280, 290 and 300 areillustrated in detail. The payout tables 280, 290 and 300 correspond tothe multipliers of FIG. 9 applied to a base payout table, which is equalto the payout table 120 of FIG. 5. The payout table 280 corresponds tothe speed of play indicated by the entry 252, and thus to a multiplierof 1.00. Thus, the payout table 280 indicates the same payouts as thebase payout table. The payout tables 290 and 300 correspond to thespeeds of play indicated by the entries 254 and 256, respectively, andthus to multipliers of 1.02 and 1.04, respectively. Accordingly, thepayout table 300 defines a payout percentage which is higher than thatof the payout table 290. Similarly, the payout table 290 defines apayout percentage which is higher than that of the payout table 280.However, as indicated by Table 2, the revenue derived from the gamingdevice can actually be higher even when the hold percentage is lower.

TABLE 2 Revenue Calculations for Selection Table 250 TABLE 280 TABLE 290TABLE 300 Payout Percentage 95.4% 95.6% 96.0% Hold Percentage 4.6% 4.4%4.0% Minimum Plays per Minute 1 4 9 Maximum Plays per Minute 3 8 —Minimum Average Revenue 0.046 0.177 0.362 per Minute Maximum AverageRevenue 0.139 0.355 — per Minute

Although the present invention has been described with respect to apreferred embodiment thereof, those skilled in the art will note thatvarious substitutions may be made to those embodiments described hereinwithout departing from the spirit and scope of the present invention.For example, although a slot machine-type game has been described, thepresent invention is likewise applicable to other types of games, suchas video poker, video blackjack and video roulette.

Racing Game Embodiments

Various embodiments are contemplated in which slot machines areconfigured to facilitate games with racing themes, such as racesinvolving automobiles, horses, runners or other racing objects.

According to some racing embodiments, players are rewarded in accordancewith their average speed of play. In some average speed racingembodiments, the average speed of play can be calculated in a mannersimilar to that which is disclosed with reference to step 156 of FIG. 6,such as by measuring the number of games played in a predeterminedperiod of time. In such embodiments, payouts may be awarded as describedwith reference to the pay schedule table of FIG. 9.

In other average speed embodiments, a “virtual average speed” can becalculated based on an average of point values associated with differentsymbols on the slot machine's reels. Thus, a racing game may rewardplayers based on their virtual average speed as determined by an averageof the value of symbols occurring on the reels over a given amount oftime or over a given number of outcomes (i.e. “spins”).

For example, a NASCAR® themed slot machine game may require that playerspre-purchase twenty five spins for twenty credits. The sale oftwenty-five spins for twenty credits could be marketed to players as thesale and purchase of one “lap” around a racetrack. Upon commencement ofthe game by the commitment (i.e. deposit) of twenty credits, the playermay initiate individual outcomes by, for example, pulling on the slotmachine's handle. Individual outcomes may not by themselves directlylead to payouts, but may result in additions or subtractions to arunning subtotal of point values. For example, an initial spin may yieldthe individual reel symbols of “+10 mph”, “+15 mph” and “+5 mph”, for atotal of 30 mph (or points). A second spin may yield such symbols as“+20 mph”, “+15 mph” and “+5 mph”, for a per-spin total of 40 mph, and arunning subtotal total of 70 mph (i.e. 30 mph from the first spin plus40 mph from the second spin). Indeed, certain symbols or outcomes mayresult in a negative effect on a player's running count. For example, arain symbol occurring on the payline of the slot machine may function todeduct 10 mph from the player's running count. Or, a flat tire symboloccurring on the payline may deduct 25 mph from the player's runningcount. Throughout the twenty five spin period, the racetrack and theplayer's progress around the racetrack could be as represented on avisual display, where a car associated with the player may advance 1/25of the racetrack's length after every spin.

At the end of the 25 spin period, the player may be awarded a payoutbased on his or her (1) finishing speed (i.e. the final sum of reelsymbol values that occurred during the 25 spin period), and/or (2)virtual average speed (i.e. the average of the reel symbols values thatoccurred during the 25 spin period.

Systems and methods for rewarding players of racing-themed games basedon the aggregate value of symbols occurring over a plurality of gamingevents is described in co-pending Utility patent application Ser. No.10/772,837, entitled “ELECTRONIC AMUSEMENT DEVICE AND METHOD FORENHANCED SLOT MACHINE PLAY”, filed Feb. 5, 2004; and in co-pendingUtility patent application Ser. No. 10/778,576, entitled “METHOD ANDAPPARATUS FOR ENHANCED PLAY OF A GAMING DEVICE”, filed Feb. 13, 2004.These applications are incorporated by reference herein for allpurposes.

The invention is claimed as follows:
 1. A gaming system comprising: atleast one input device, at least one display device, at least oneprocessor, and at least one data storage device which stores a pluralityof instructions, which when executed by the at least one processor,cause the at least one processor to operate with the at least one inputdevice and the at least one display device to: (a) determine amultiplier from a plurality of different multipliers, said determinationbeing based in part on a quantity of plays of a wagering game by aplayer during a period of time prior to a triggering event, wherein themultiplier is greater if the quantity of plays of the wagering game bythe player during the period of time is greater, (b) determine an awardto provide to the player after the triggering event, wherein the awardis based on the determined multiplier, and (c) display the determinedaward.
 2. The gaming system of claim 1, wherein the period of time is apredefined amount of time.
 3. A gaming system comprising: at least oneinput device, at least one display device, at least one processor, andat least one data storage device which stores a plurality ofinstructions, which when executed by the at least one processor, causethe at least one processor to operate with the at least one input deviceand the at least one display device to: (a) determine a multiplier froma plurality of different multipliers, said determination being based inpart on a quantity of plays of a wagering game by a player during aperiod of time prior to a triggering event, wherein: (i) the multiplieris a first multiplier if the quantity of plays of the wagering game bythe player during the period of time is a first quantity, (ii) themultiplier is a second multiplier if the quantity of plays of thewagering game by the player during the period of time is a secondquantity, (iii) the second multiplier is greater than the firstmultiplier, and (iv) the second quantity is greater than the firstquantity, (b) determine an award to provide to the player after thetriggering event, wherein the award is based on the determinedmultiplier, and (c) display the determined award.
 4. The gaming systemof claim 3, wherein the period of time is a predefined amount of time.5. A gaming system comprising: at least one input device, at least onedisplay device, at least one processor, and at least one data storagedevice which stores a plurality of instructions, which when executed bythe at least one processor, cause the at least one processor to operatewith the at least one input device and the at least one display deviceto: (a) determine a multiplier, said determination being based, at leastin part, on a speed of game play during a period of time prior to atriggering event, wherein if a first wager amount is placed per gameplay during the period of time: (i) a first multiplier is determined fora first speed of game play during the period of time, and (ii) a second,different multiplier is determined for a second, different speed of gameplay during the period of time, (b) determine an award to provide to theplayer after the triggering event, wherein the award is based, at leastin part, on the determined multiplier, and (c) display the determinedaward.
 6. The gaming system of claim 5, wherein the speed of game playduring the period of time is based on at least one selected from thegroup consisting of: a quantity of games played during the period oftime, an amount of time elapsed between at least two games played duringthe period of time, and an amount of time elapsed between at least twoevents which occur in association with at least one of the games playedduring the period of time.
 7. The gaming system of claim 5, wherein thefirst speed of play is greater than the second speed of play and thefirst multiplier is greater than the second multiplier.
 8. The gamingsystem of claim 5, wherein the period of time is a predefined amount oftime.
 9. A gaming system comprising: at least one input device, at leastone display device, at least one processor, and at least one datastorage device which stores a plurality of instructions, which whenexecuted by the at least one processor, cause the at least one processorto operate with the at least one input device and the at least onedisplay device to: (a) determine a multiplier, said determination beingbased, at least in part, on a speed of game play during a period of timeprior to a triggering event, wherein for equal wager amounts placed pergame during the period of time: (i) a first multiplier is determined fora first speed of game play during the period of time, and (ii) a second,different multiplier is determined for a second, different speed of gameplay during the period of time, (b) determine an award to provide to theplayer after the triggering event, wherein the award is based, at leastin part, on the determined multiplier, and (c) display the determinedaward.
 10. The gaming system of claim 9, wherein the speed of game playduring the period of time is based on at least one selected from thegroup consisting of: a quantity of games played during the period oftime, an amount of time elapsed between at least two games played duringthe period of time, and an amount of time elapsed between at least twoevents which occur in association with at least one of the games playedduring the period of time.
 11. The gaming system of claim 9, wherein thefirst speed of play is greater than the second speed of play and thefirst multiplier is greater than the second multiplier.
 12. The gamingsystem of claim 9, wherein the period of time is a predefined amount oftime.